Beginner Roadmap
The whole game on one page: what to do next, in order, with just enough to get each phase going. Every step links to the page that goes deep. The in-game First Contact tutorial (boot, power, sensors, uplink) covers phase 0; this picks up right after, when you have 2,500 credits and the Shop unlocked.
Don’t want to write the code yourself?
Starter Scripts has a working copy-paste script for every machine in phases 1-4, commented line by line for non-programmers.
The five rules that prevent most beginner pain
- Scripts run inside machines:
selfis the machine, andSELF ONLYactions must run on that machine’s own script. Self & Components- Branch on
result.status, never onresult.message. Command Results- Throttles and enabled flags reset to 0/off when a script stops or errors, so control loops must keep running. Long-Running Scripts
- A driving vehicle stops and clears its route if its script ends. Keep the script alive until arrival.
- Cyclic sources (vents, wells, exotics) go dormant. Put a tank between source and consumer. Flow Networks & Fluids
Phase 1: life support and first credits
Section titled “Phase 1: life support and first credits”Goal: all three atmosphere pillars rising, a steady credit trickle.
- Repair the Pressure Sensor (opens Harvesting and Contracts) and the Oxygen Sensor (opens Atmosphere). Either order.
- Buy and deploy a Solar Generator, a Battery, and an Oxygen Generator; script the generators on. Power & Terraforming Machines
- Earn credits your way: manual Biology clicks for the first payout, then either a Harvester grid sweep (with the Scanner) or Contracts puzzles. Choosing Your First Credit Path
- Add a Heat Generator and Pressure Generator when credits allow. At Oxygen 1, Auto Feeders unlock item ports and the Biology chain can be automated. First Biology Loop
Phase 2: wheels and ore
Section titled “Phase 2: wheels and ore”Goal: a mining loop feeding a smelter. Unlocks arrive fast off the Pressure and Oxygen pillars (Research Database).
- Pressure 0.1-0.2 unlocks Mining, the Rover, and its Nav Module, Sonar Module, Drill Module. Buy all four, mount the modules.
- Drive to ”?” markers from Nocturna
points_of_interest(),scan(),survey(), thenmine()iron and silicon. First Harvesting Route - Buy a Vehicle Charging Station (Oxygen 9) and Storage Bins (Temperature 5); smelt ore at the Smelter (Oxygen 5). Refinement & Storage
- Buy the Mk II generator upgrade packs as they appear (Oxygen 75, Temperature 80, Pressure 1.2).
Phase 3: steam, water, and industry
Section titled “Phase 3: steam, water, and industry”Goal: free power from the planet and the Earth Orders engine turning.
- Steam chain (Pressure 2-3): survey a vent, build a Thermal Cap with a Constructor-equipped Pioneer, buffer through a Gas Tank, burn in a Steam Turbine. Watch
pressure(); a full cap blows its steam. Thermal Vents - Water at Pressure 30 (Water Pump); Deep Sonar at Pressure 60; oil at Oxygen 1,500 (Oil Pump + Oil Generator).
- Terraform Index gates the big toys: Pioneer (100k), Earth Orders + Supply Dock (110k), Outpost Kits (120k), Fabricator (130k), Control Room (150k), Drones (180k).
- The engine: contractor orders reward recipes → the Fabricator builds parts → Supply Docks ship them → more orders unlock. Earth Orders Guide and Fabricator Recipes
- Found your first outpost and lay pipes and power lines with Using Plan Mode and the Constructor Module. First Outpost
- Set up Drone Depots and a Drone Service Station for freight between outposts. Coordinate scripts with the Signal Bus Guide.
Phase 4: biomass (Tier 3 begins)
Section titled “Phase 4: biomass (Tier 3 begins)”Goal: the Biomass pillar moving. Unlocked at Terraform Index 210,000. Tier 3 Progression
- Mount a Portable Bio Scanner and Bio Extractor on a drone; scan biome tiles and extract life forms. Biosphere Biomass Tier
- An Essence Liquifier only accepts life forms from its own outpost’s biome, so found outposts across the five biomes.
- Pipe all essences to a Biomass Mixer: more balanced essence types, more biomass. Upgrade to Mk II when it appears (Biomass 50,000).
Phase 5: plants
Section titled “Phase 5: plants”Goal: Forage farms converting into permanent Plants km².
- Seed Maker (Biomass 500): blend 3 life forms per trial; most are sludge, hits are kept forever.
- Plant seeds on the Harvester field, meet each species’ conditions (light, water, salt, neighbors), harvest Forage. Biosphere Plants
- Plant Terraformer (Biomass 2,000) is the only converter from Forage to Plants km². Feed it and keep it enabled. Plant Terraformer Guide
- Scale with providers as Plants rises: Sprinkler (100k), Dispenser (300k), Grow Lamp (500k), Crop Automator (620k). Mk I Terraformers stop at the Fields threshold; the Mk II pack (Plants 1,250,000) carries the final phases.
Phase 6: wildlife
Section titled “Phase 6: wildlife”Goal: revived creatures breeding in Habitats. Unlocked at Plants 2,250,000. Wildlife Overview
- Catalog creatures: collect fragments (Bio Collector), analyze at the Bio Lab, and fill Bio Orders at the Bio Exchange. Coastal, geothermal, volcanic, and deep fragments need their biome machine first: Bio Luminizer, DNA Sequencer, Bio Caster, Bio Conditioner.
- Bio Orders unlock feed recipes; press feed at the Feed Maker (100 Forage per batch). Feed Maker Recipes
- Revive a cataloged creature in a Habitat with its feed plus reagents, then hold its feed, gas, and liquid bands so the colony breeds. Wildlife Husbandry
- Exotic fluids for those bands: Exotic Husbandry (Wildlife 1,000) unlocks Exotic Gas Cap, Exotic Spring Tap, and the Refiner. Wildlife Supply
- Colonies produce Insight; spend it on adaptations and breakthroughs. Habitat Development
Phase 7: endgame scale
Section titled “Phase 7: endgame scale”Goal: nuclear power and the Continental finish line.
- Storm economy: Weather Station + Lightning Rods, drones collecting Storm Glass and Raw Uranium. Raw Uranium is hot cargo: Lead Casks and Shield Plating only. Weather System
- Fuel Assembler (Temperature 10,000) presses Fuel Rods; the Reactor (Terraform Index 650,000) turns them into 5,000 W; Mk IV generator packs run on rod magazines.
- Bulk Logistics II/III multiply Supply Dock throughput; Deep Exotics and Habitat Mk II finish the Wildlife tree.
- The Plants pillar completes at 5,000,000 km²: Continental. Everything before this was the tutorial.
Where to go deeper
Section titled “Where to go deeper”The Tutorials folder walks each phase hands-on, starting with How This Game Works and ending with Expanding Production. For any machine, its page in Components Index has the exact API; for any locked tech, Research Database has the threshold; for anything else, the Quick answers table on Home probably has a row.